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If you want a far greater additive bonus to your armor, use Arcane Guardian or Ultimatum, since they each give at max rank 600 flat armor.
A percentage increase by about 1.13%. Buddy I know it seems like I'm a spoiled kid asking for more, but the unfortunate damage reduction formula for warframe reduces this node to a smiley sticker on high armor frames. more reference: https://forums.warframe.com/topic/912581-unairu-stone-skin/
As for different things apparently the only options are Unairu Wisp (damage increase for ops) and stuff like, Operator armor increase, enemy damage & armor reduction and damage reduction on allies. Which are okay on their own but if I only use unairu for opr damage or support, plenty of the other schools can boost damage and support allies in other ways
But I'm trying to talk about the boost it gives to warframes, which is extremely neglegable at that rate.
Except for Madurai's 25% damage, none of the 1st skills in any school are super strong.
It used to be 60% but it was useless to low Armor frames and it still is. 60 Armor to Banshee is like putting a 2nd wet tissue over the first and call it a day.
It sounds big on paper but it's useless to every frame, not just tanks. It's there to be there, it's a nice boost but not something that is "omfgbbq op".
Don't get me wrong, I didn't like Stone Skin (which is a 2nd skill) before either. But "It's there to be there" won't work for me when there're things like Energizing Dash, Pheonix Spirit, Mending Soul, ect.
The "It's there to be there" means that it's useless. It's not easy to balance it, as it has no sweet spot.
The reason why both it and the 2 Armor arcanes got changed from % to flat is so that more frames can use it, not just tanks, although the arcanes were a buff to a lot of frames except Valkyr.
100 may be too much for free. If you didn't saw when Chroma Prime got out, his 100 free Armor made Ice Chroma the best build again, so how much free Armor is too much or too little?
Considering you can't balance it to be a rune for everyone without making it too strong for everyone, who are you making the rune for? Frames with less than 200 Armor could just as well have 0 when it comes to higher level content, so if you want to make it good on them, you'd need to make it offer like 2-3-400, but that's too much for tankier frames with 400+ base Armor while being "barely enough" to a bit "maybe a bit too much" for those that have a base between 200 to 400, depending on the value of the buff.
As you can see, the main question is "How much is too much?"
If 100 might be too much, then what?
My Rhino Prime with maxed Steel Fiber and a health mod still dies very quickly without Iron Skin on so any other warframe less defense than him will also die very quickly.
They didn't. The armour formula has diminishing returns in terms of damage resistance, but damage resistance has increasing returns in terms of damage mitigation / toughness / effective health. Generally speaking, your effective health is a linear function of your armour, which looks like this:
effective_health = health + (health*armour)/300
It doesn't matter what level of armour you start with, you always gain the same amount of extra effective health. Characters with more health naturally get more effective health simply because they have a larger health pool to resist damage over, but characters with more armour don't really gain more or less benefit.
Now, that's not to say I'm against bumping Stone Skin's buff up by a little. I suspect they kept it low to keep low-armour characters - Operators and Warframes - from stacking too much armour and going against their own design. As others have mentioned, though - the level of damage output from higher-level enemies is such that you aren't going to tanking it on health and shields anyway.
I'm honestly hoping for a large-scale redesign of the whole Focus system into something that's less heavily based on passive buffs.
I don't really mind passive buffs, even though it is a tad unfair that my friend has 25% more damage than me because I chose a different school.
Another redesign would be tiring for both us and the devs, though I would like some changes to the other nodes.
In a way this also opens up the Topic to fix the schools so they wont just be 1-use Waybound Fodder (*ahem* Naramon & Vazarin *ahem*) as well as buffing schools so, to some extent, they won't just be for Teralyst/Tridolon hunting (*ahem* Unairu & Madurai *ahem*)
To clear everything up, I love Unairu and the theme and gimmick it gives, but I think it, and other schools should be able to face the meta-titan that is Zenurik
Zenurik is meta only for lazy people that don't want to use other energy restores or people that don't know how to build. There was a thread a while ago where more than one person stated that Zenurik is mandatory for all but 3 frames, which is completely and utterly bs.
Less than half the frames even need Zenurik, the rest either laugh at it for being pointless on them, it doesn't do anything or it's just an "I can use this, sure, but I'd rather use something else"
Madurai feels "useful" for the majority of the playerbase only versus Eidolons because people don't care about doing harder content like endurance runs, and our weapons even without Rivens can decimate anything the Star chart and sorties can offer, so the extra damage doesn't look good for the meta sheep.
Yup. 25 armour base + 60 from Stone Skin + 100 from Magus Husk * 300% (100% base + 200% bonus) from Basilisk Scales is 480 armour. 250 base health + 200 health from Magus Vigor is 450 armour. That's an effective health of 450 + (450+480)/300 = 1170 effective health. Throw on the Enduring Tides waybound * 250% (100% + 150% bonus) helath and you go up to 2925 effective health. Granted, that's still not as much as a Rhino or an Inaros, but not being as high as some of the game's tankiest warframes is nothing to sneeze at. Sustain can be an issue, but that's a pretty tanky operator.
And yes, that 60 armour is a big part of it. I'd argue that Warframe's basic game design falls into a lot of the common MMO / RPG traps, namely that a lot of the game's now-baseline performance is tied into cascading multipliers. Operator Amps, for instance, deal staggering amounts of damage on paper - 7000, 9000 +. That's more than any weapon, certainly more than like a Vectis or an Opticore by a wide margin. Except the latter benefit from Multishot, headshot, critical hits, super critical hits and a whole bunch of percentage multipliers. The Operator's own health is a mix of multiplicative buffs that balloon significantly beyond their base stats.
That's a broader topic of balance, though, and outside the scope of this thread.
I haven't been around long enough to be tired of change yet, plus I'm the type of gamer who thrives on frequent, fundamental changes to core systems. It's part of why I managed to stick around with Payday 2 for so long. It's just, I see the Operator system in its entirety as clunky and listless - a proof of concept placeholder to give SOME kind of gameplay behind the new story direction, but without any clear idea of what goal it's actually trying to accomplish or really how it's supposed to work. I doubt we're going to actually see a major redesign of the system, but I do hope that at least some of the clunk can be smoothed over and Operators made to feel less like a cut-down version of the game's actual core content.
Problem is not stone skin. It's how half everything else in the game encourages this mentality that if you can't double a status, then it's better of using something else that does.
♥♥♥♥♥♥♥ Power fantasy BS is tearing this game apart.
The extra 60 armor can be seen more like an extra teeny lil bonus armor for the warframe.
Should also be noted that the 60 armor for the Warframe is added after bonus calculations.
60 armour doesn't matter so much with the tankier warframes. Inaros, Rhino, Atlas, Valkyr and the like - they probably aren't going to show much improvement. However, it's still a not-insubstantial amount of armour for the squishier frames. Frames like Ash, Banshee and Volt, for instance, have 15 base armour and usually aren't worth building for it. 15 armour is a little under 5% damage resistance, 75 armour is 20% damage resistance. Not a HUGE difference, but it brings Volt's effective health from 777 to 925 with standard mods.
I don't think Power Fantasy is the issue, so much as exponential power growht. When your items's stats have the potential to not just double but jump by many times over, that becomes exceedingly hard to balance and funnels people down the same few builds. There's a reason that common build logic is to either build for exploiting status effects or build for crit, because building for raw damage simply doesn't work.
I honestly believe that random criticals need to stop being a thing in video games. Not only are games these days fully capable of allowing players to control their own critical hits by landing shots on vulnerable areas, the massive multipliers crits use make game balance a mess. They also completely shut down the use of non-crit weapons, such as shotguns and machineguns and explosives not being able to reliably score headshots or having a low crit chance.
You can still do power fantasy without letting numbers cascade so wildly away from their base values as to make enemy scaling absurd.